Hi,
I have been looking at the Anima RPG recently. One design feature, undocumented and perhaps unintended though I prefer to give them the benefit of the doubt, is the way some of their classes often look way better on paper than other classes because they give out all sorts of freebies for very minor costs, yet tend to actually be less effective.
A lot of this is due to opportunity cost: Every level provides only so many Development Points to spend, and every other level provides exactly one characteristic bump. Sure, that Wizard Mentalist class has the same cost for mentalist abilities as the Mentalist class, and the same cost for magical abilities as a regular Wizard, all for the low, low cost of only being allowed to dump a maximum of 50% of DPs into wizardry and 50% into mentalist abilities, rather than 60% for the normal classes (who has 120% to spend, anyway?) and for not getting the Wizard class benefit of one less expensive secondary ability. But that 10% difference is subtly important, that secondary ability is really useful for a wizard at half price, and there really aren't enough "virtues" to go around to make both sides very effective.
Something similar happens when loading up on non-Hermetic magics. Sure, some of these are awesome, but even if initiation is trivial ("Sure you can have a high powered Sahir living at your Covenant, and he will be happy to open Solomonic Arts for any magus who wants to learn without incurring any flaws because he is that good, because he is grateful for the refuge you provide, and for being able to sleep well at night knowing that posolutely, absotively, that the great and powerful magi of Hermes can easily defend themselves against the insignificant hedge wizard Solomonic rabble who might be so foolish as to try anything" (saga in a box )).... wait, I was in the middle of a sentence:
...but even if obtaining the virtues are trivial, now what? Every season spent developing Solomonic Arts is a season not spent learning spells, enchanting items, boosting Arts or Parma, building up a lab, training an apprentice, increasing a Familiar's bond scores.... Every virtue taken at character creation that only effects Hermetic Magic is a virtue that doesn't help Solomonic Magic, and vice versa. As we've discussed in various threads, including this one, the right package of virtues can really make a magus shine (oh no, broken! ) compared to unoptimized virtues, let alone none at all.
So except for a few concept magi - which, btw, I wholly favor, optimal or not - a magus who is both Hermetic and Solomonic will probably be lame all around, with a few cute benefits. I suppose being marginally competent at many things can be an interesting schtick.
I have noticed that a magus with Solomonic Arts does not get the very best aspect of that tradition, the ability to deal with both aging and Warping forever; iirc, the rules state that magi get Twilight even if another tradition makes them eligible for another kind of Warping consequence.
I guess this is a verbose way of agreeing with what has come before. (Hmm, with a plug for Anima, which I am finding quite interesting, and not only for the pictures
)
Anyway,
Ken